World's Largest Dungeon in actual play [Spoilers!]

New Campaign & Wiki

[If you are a player in Severall Felons, then do not read ANY FURTHER. Thank you.]

Gentlemen, ladies.

On May 3 another group of reluctant adventurers enters into the World's Largest Dungeon. I've set up a wiki for the campaign (http://www.innocence.com/games/etc/WLD/SeverallFelons), which details the setting and premise behind the characters' descent into the Dungeon. In sum, however, I'm setting the Dungeon in the Outer Planes (on the forth layer of Carceri, specifically), where it is being used by the Sigil court system as a place to exile, or "transport," criminals. The characters are all felons who have been convicted of various crimes, and are being dumped off in the Dungeon as punishment. If they can escape and get back to Sigil, they are, in the eyes of the law, considered free men (and women, and things).

At present I am customizing Region A to my tastes and the circumstances of the game. In my reimagined version of the Region, the story goes like this:

Longtail was transported to the Dungeon like so many other criminals, and it was there that he stumbled upon Achsyyx, who was still trapped in one of the Celestials' warded rooms (it does not really matter where; any of the now-empty rooms in the Region will do). Achsyyx, in return for Longtail releasing him, promised to assist Longtail in escaping the Dungeon. He claimed he knew of a portal hidden in Region A that would permit their escape, and furthermore claimed he knew where Longtail could find the portal's key.

Longtail did not trust Achsyyx, wisely, but given the circumstances found himself with few alternatives. Thus, he freed Achsyyx, and the two set out in search of the portal and the key. The key, I should note, is a page stolen from TwoFalls (I believe; if I'm mistaken feel free to correct me). Eventually the two villains found the key and opened the portal, which, much to Longtail's surprise, was a strictly one-way affair -- creatures could enter the Dungeon, but not leave.

Worse still, the portal led to a mining cavern on the first layer of Baator, which was inhabited not only by countless fiendish darkmantles, bats, rats, giant cockroaches and oozes, but also by a group of lemures that were being employed to dig up ore for use in the baatezu's foundries. These manifold creatures began stumbling through the portal, forcing Longtail and Achsyyx to flee to safer quarters (i.e., the same rooms they are listed as occupying in the World's Largest Dungeon book).

Meanwhile, the army of infernal creatures, which trickle through the portal at a fairly consistent rate (another one [i.e., lemure] or group [i.e., rat-swarm] arriving every 1d4 rounds), spread out through Region A, making quick work of those hapless convicts that they found.

Now, as a tangent, I've customized the inhabitants of Region A to better suit my "place of exile" theme. For instance, I replaced the orcs in their entirety with felons of various races (humans, half-elves, tielfings, halfings, et cetera). The kobold "tribe" was not brought into the Dungeon by Longtail; they were instead a troublesome gang called the Shadowtown Buggers that was eventually rounded up by the Harmonium. Their leader and his lieutenants were all executed, but the rest of the group was sent off to the Dungeon, where the two brothers described in the book eventually rose to power. The troglodytes, lastly, are actually the remnants of a fairly disgusting cult that made enough of a nuisance of themselves to get themselves transported (in my deep-history background, they were abducting the pets and, occasionally, servants of wealthy citizens and using them in sacrificial rites to their nameless lizard-god).

Because most of the criminals that are dispatched to the Dungeon are just run-of-the-mill street criminals, Region A contains the largest concentration of transportees. Only the strongest, bravest or most foolish of those sent to the Dungeon by Sigil's courts attempt to delve further into its depths (so the PCs will be bumping into fewer and fewer convicts as they go deeper; though those they do encounter will be more powerful). Thus, when the fiendish creatures starting pouring through Longtail's portal, a great many of the felons that populated Region A were quickly butchered. I've filled the Region with the corpses of other felons, and have opted to make those still alive much more paranoid and hostile (the PCs may not be fiendish, granted, but food and water is in short supply, so other convicts may view them as a "poachers" of their hard-won goods).

Stealing another page from TwoFalls, I'm including a working foundry Room A39, where the kobolds are melting down silver coins so as to make their weapons more effective against the lemures. Because they're just thugs, they have no skill at blacksmithing. So, they have kidnapped a gnomish convict who arrived a few weeks ago, since, in the kobold mindset, all gnomes and dwarves equal blacksmiths. The gnome in question, Elo Thimble, does indeed possess blacksmithing skills, so the kobolds were fortunate in this regard. They keep Elo in Room A39, under constant surveillance, and have him work around 10 hours a day silvering their weapons.

Elo, though a felon, is a decent sort of gnome. In Sigil, he was the apprentice to a human blacksmith, but racked up such gambling debts that he began stealing from his mentor in order to repay his creditors. When his mentor discovered this months later, he pressed charges, and Elo was sent off to the Dungeon. If the PCs opt to rescue Elo (as opposed to killing him with the rest of the kobolds in A39), he'll accompany them, and will be of assistance (perhaps becoming a PC should one of the others die).

The rest of my adaptations are taken from TwoFalls, so much thanks to him. I'll be replacing most of the darkmantle encounters in the higher-numbered rooms with lemures, and will be substituting out a handful of the ratswarm encounters with fiendish dire bats, a fiend dire cockroach and some fiendish oozes.

Anyhow, thought I'd spill all that out here, in case anyone who is about to run the Dungeon wants to use it. Thanks to everyone on this thread for their brilliant ideas -- I spent an entire afternoon reading through all the suggestions, and everything I've found here as been invaluable!
 
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brilliant

Joyce Jun'r said:
[If you are a player in Severall Felons, then do not read ANY FURTHER. Thank you.]

The rest of my adaptations are taken from TwoFalls, so much thanks to him. I'll be replacing most of the darkmantle encounters in the higher-numbered rooms with lemures, and will be substituting out a handful of the ratswarm encounters with fiendish dire bats, a fiend dire cockroach and some fiendish oozes.

Anyhow, thought I'd spill all that out here, in case anyone who is about to run the Dungeon wants to use it. Thanks to everyone on this thread for their brilliant ideas -- I spent an entire afternoon reading through all the suggestions, and everything I've found here as been invaluable!

wow. brilliant. i recommend glancing over Room D53 and seeing if that gnome (shudder) is useful at all to your story. he doesn't have to be a level 16 wizard, but the two could be involved with one another. especially since their stories are very similar.

also, someone asked about the race of creatures in region N... page 677 tells you exactly what they are/were.

[weird... page 666 has no demons on it.]
 

I asked.

I know role playing wise you left that up to the GM.

I was curious as to how it was handled ROLL playing wise, did you just not add any racial traits and make generic humuniods.

and I was wondering what other players were doing or thinking of doing.

Room A31
Initial Attitude, Encounter Conditions, Treasure, and Encounter level all remain unchanged.

Encounter: Replace 8 fiendish stirges with 1 fiendish pelepos.

Tactics: The only one of the pelopos heads is destracted (-4 to it’s listen and spot), the other heads is feeding upon troglodyte corpses in this room.

It casts obscuring mist upon itself the other moves it to the farside of the room, It will then wait with a readied action to attack the first two creatures creature to enter the doorway, both heads will use spell-like abilities: command (die) and soundburst; then roll initiative. The pelopos then uses magic missile on the next available target, while flying in to finish off the creature with physical attacks. Though it is subject to the troglodyte must (-2 to attacks, weapon damage, saves, and checks)

The pelopos is very confident that it can flee too A30 if reduced to 2 hp or less.

Scaling: To increase the challenge of this encounter change this pelopos’ constitution score to 16 and do not make it subject to the troglodyte musk; to decrease the challenge ratting have the pelopos be surprised by the pcs.

Fiendish Pelopos (female)
Small Magical Beast (Extraplanar)
Hit Dice: 1d10 (5 hp)
Initiative: +5 (+5 Dex)
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 14
Base Attack/Grapple: +1/-4
Attack: 2 Bites +7 melee (1d6 -1)
Full Attack: 2 Bites +7 melee (1d6 -1) and 2 claws +7 melee (1d3 -1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilties, smite good, superior multiattack
Special Qualities: Darkvision 60ft., low-light vision, reistance fire and cold 5, spell resistance 10
Saves: Fort +2, Ref +7, Will +2
Abilities: Str 8, Dex 21, Con 10, Int 12, Wis 14, Cha 16
Skills: Hide +13, Listen +10, Spot +10
Feats: Weapon Finesse
Environment: Any plains,forests,hills,mountains
Organization: Solitary, Pair, or Wing (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

“A two headed bird about the size of a halfling child. Covered in vivid red and black plumage the tips brightening to gold, their heads are vulture-like; bald, except for a two small horns and a crest of feather-shaped cartilage shooting downward from the center of both heads. Their eyes glow a bright red and on the bottom of their beaks, they have a bone-spike”

speak infernal, abyssal and auran

A pelopos is sometimes called a wyrd raptor or ettin vultures (knowledge arcana, bardic knowledge DC 11)

Combat:

Superior multiattack(Ex): An pelopos fights with two claws and two bites. Because each of its two heads controls an claw and bite, the pelopos does not take a penalty on attack or damage rolls for attacking multiple times. Pelopos can attack with both their bite attacks at no penalty, even if they move or charge during the round. Each head can also use a separate attack or spell-like ability at the same time.

Spell-like abilities: 1/ day- command (DC 14); featherfall, obscuring mist, magic missile; death knell (DC 15), soundburst (DC 15);

Skills: Because of its two heads, a pelopos gains a +4 racial bonus to listen and spot checks.

Fiendish Pelops (female); CR 3; Small Magical Beast (Extraplanar) HD: 1d10 ; HP: 5; Init: +5; Spd: 10 ft,. fly 60 ft. (average); AC: 19, touch 16, flat-footed 14;Base Atk: +1; Grp: -4; Atk: 2 Bites +7 melee (1d6 -1); Full Attk: 2 Bites +7 melee (1d6 -1) and 2 claws +7 melee (1d3 -1); SA: Spell-like abilities, smite good, superior multiattack; SQ: Darkvision 60ft., low-light vision, resistance fire and cold 5, spell resistance 10; SV: Fort +2, Ref +7, Will +2; Str 8, Dex 21, Con 10, Int 12, Wis 14, Cha 16
Skills and Feats: Hide +13, Listen +10, Spot +10; Weapon Finesse
Superior multiattack(Ex): An pelopos fights with two claws and two bites. Because each of its two heads controls an claw and bite, the pelopos does not take a penalty on attack or damage rolls for attacking multiple times. Pelopos can attack with both their bite attacks at no penalty, even if they move or charge during the round. Each head can also use a separate attack or spell-like ability at the same time.
Spell-like abilities: 1/ day- command (DC 14); featherfall, obscuring mist, magic missile; death knell (DC 15), soundburst (DC 15);
Skills: Because of its two heads, a pelopos gains a +4 racial bonus to listen and spot checks.

Section 15 Copyright notice.
System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Bestiary of Loerem Copyright 2002, Sovereign Press, Inc.; Authors Timothy Brown, Christopher Coyle, and Jamie Chambers; based upon original material by Larry Elmore, Margaret Weis, and Tracy Hickman.
 
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Dear Person Who is Reading this Right Now:

It is with a heavy sigh that I have announced my resignation from Alderac Entertainment Group. After 8 and a half years of game design, writing, editing, and art direction, it is time for me to move on. I am finishing off the month of April and then I'm off to do other things.

I've formed more friendships than I care to admit, and I will very much miss this place, the industry, and the people I've grown to care about. I have every intention of being at GenCon Indy 2005, but this year as a civilian.

I've art directed over 11,000 pieces of art, edited and written over 2,000,000 words, worked nearly 20,000 hours, and put together an impressive resume of books, card sets, and marketing material that I hope will endure for a few more weeks after I'm gone. My voice has been heard plenty by now. So there's not much more to say.

My new job sounds insanely cool. I wouldn't leave AEG for just anything, after all. I'll be working 2 miles from my old stomping grounds (Whittier, CA) and I'm moving to the beach where I'll have my own place for the first time... ever.

If anyone would like to enjoy future correspondence with me, wants to fill my mailbox with junk, or wants to say things that probably can't be sent through the alderac webserver, drop me a line....

I check longbowx@juno.com pretty regularly.

That's all for now. I may or may not be doing some freelance for AEG and hopefully I can sneak onto the boards to chat with some of you in the future. But don't be upset if I'm quiet for a while. I have much to do in the coming weeks.

I will miss the camaraderie, the creative work, and the lack of respect from all of you. But I hope to stay friends with most. Take care of yourselves.

All my best.

Piggy is done with the conch-shell.
 

jim pinto said:
Dear Person Who is Reading this Right Now:

It is with a heavy sigh that I have announced my resignation from Alderac Entertainment Group. After 8 and a half years of game design, writing, editing, and art direction, it is time for me to move on. I am finishing off the month of April and then I'm off to do other things.

So does this put the kibosh on World's Largest City?
 

jim pinto said:
Dear Person Who is Reading this Right Now:

It is with a heavy sigh that I have announced my resignation from Alderac Entertainment Group. After 8 and a half years of game design, writing, editing, and art direction, it is time for me to move on. I am finishing off the month of April and then I'm off to do other things.

Best of luck to you, jim!

Thanks for making EN World more enjoyable by answering our questions and comments.


However, even though you won't be working for AEG anymore, you're still very welcome here and I hope you'll stop in from time to time. :)
 



jim pinto said:
It is with a heavy sigh that I have announced my resignation from Alderac Entertainment Group. After 8 and a half years of game design, writing, editing, and art direction, it is time for me to move on. I am finishing off the month of April and then I'm off to do other things.

Oh great, I go on vacation for 1 week and look at what happens...

Good luck man. Let us all know what you've created.
 

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